if(nextObstacleGT<Time.timeSinceLevelLoad){
if(createObjects){
Biome biom = activeStage.biomes[Random.Range(0,activeStage.biomes.Count)];
foreach(BiomeEnity enity in biom.enities){
float xPos=0;
switch(enity.position){
case BiomeEnity.Position.Left:
xPos=minMaxGenerationX.x;
break;
case BiomeEnity.Position.Center:
xPos=0;
break;
case BiomeEnity.Position.Right:
xPos=minMaxGenerationX.y;
break;
}
GameObject toInst=prefabs.getRandomObstacle(enity.objT);
GameObject go = Instantiate(toInst,new Vector3(xPos,1.1f,zGeneration-enity.zOffset)+toInst.GetComponent<TranslatingObject>().translateOffset,Quaternion.Euler(new Vector3(toInst.transform.rotation.eulerAngles.x,toInst.transform.rotation.eulerAngles.y+((enity.position==BiomeEnity.Position.Left)?-80:(enity.position==BiomeEnity.Position.Right)?-80:0),toInst.transform.rotation.eulerAngles.z))) as GameObject;
go.transform.parent=this.transform;
if(!go.GetComponent<TranslatingObject>()){
go.AddComponent<TranslatingObject>();
}
}
}
nextObstacleGT=Time.timeSinceLevelLoad+obstacleGenerationDelay;
}